PSX Emulator (FAO Jari, Dag & Friends)

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But isn't that how it always goes. I remember when I got my N64, we went in to EB and they didnt have enough so we were promised one the next week but in the mean time my dad bought tombraider and another game. When we got the N64 the graphics on mario 64 were better than thoose of tombraider but within the year the pc had caught up. So whatever happejns its not going to take long for the pc to catch up with the xbox.
  Also when we went to get the 64 my dad went into burger king and asked for an egg mcmuffin, how embarassing.
 
A 33Mhz 32-bit bus has a data transfer rate of over 100MB/sec. So why can't a hard disk rated at 100MB/s attain 100MB/s in a PC? If ALL you're doing is copying files, shouldn't it be able to attain it's MAXIMUM data rate? Yes, it will - and you'll find it's not 100MB/s. Data bus limitations in PC account for SOME slowdowns, but not all - and they don't affect hard disk speed much. A hard disk in the XBox will attain a similar speed to the same speed in the PC, purely because any speed limitations are due to the physical construction of the drive.Incidentally, 4X AGP at 32-bit has a data bandwith of well over 400MB/sec. I don't think data bandwidth is a problem on the modern PC. The slowdown you see when data is transferred between oncard/main memory is because it's using the data bus AT ALL. ANY use of the data bus causes a slowdown, even if you're using DMA. Using it to contact a hard disk is even worse - ever heard of data seek time? So if the XBox swaps data to/from hard disk, that's a further reason to avoid it.

BTW - on the subject of textures - a 512x512 texture takes up 1MB of RAM, if you're using 32bit colour, and we all do. Given that a 512x512 texture could be standard for ANY enemy, modern games could well use 32MB of ram - multiple enemies on the screen, you, the backdrops, etc. On a GeForce/Radeon/whatever with 32MB of RAM you're laughing! On an XBox, you've just blown half your RAM on textures before any game data's been loaded. Sounds? Talking a few MB at least, and music's got to be taken into account. Remember, the 8MB DLS that came with FF8 was considered to be, well, "shit", so whether or not you're using synthesised music you want another 16MB for music. Oh dear, 3/4 of all RAM gone and we STILL haven't loaded anything other than textures or sounds. Basically, by the time the XBox comes out, 64MB of RAM is a REAL limitation. Even with texture compression (and, BTW, my graphics card supports S3TC in hardware, and it doesn't help that much) you still have REAL problems.

I'm not debating that the XBox will be a reasonable console; I'm saying that by the time it comes out, the standard PC will be pretty damn good, and within a year or two it'll far outclass the XBox
 
Yes, that is the whole point: eventually, the PC will catch up with any console. The point I'm making is that I don't think it will take long with the XBox. Maybe it won't take long with the PS2 either, but that's already out, so you could've had a few years of better-than-PC gaming by the time it happens. XBox is coming out too late IMHO; if it was out *now* with about 20 games, and had been for a few months, the PS2 could be in serious trouble. It isn't, so it isn't. (Whoa, obscure sentence  :) )
 
no it really wont take long especially after all the delays it will probably suffer  :)
Also i want to know why console companies treat europe like s**t. e.g gamecube july japan
october- us
spring - europexbox- us-october
jap - ????
europe- spring 2002

if the ps2 can come out over here only a month behind the us date then why cant the rest, its really stupid if you think about it, people spend most money at christmas so you bring out an expensive item after christmas when people hae spent £1000s already so no-one is gonna buy it.
 
A 33Mhz 32-bit bus has a data transfer rate of over 100MB/sec. So why can't a hard disk rated at 100MB/s attain 100MB/s in a PC? If ALL you're doing is copying files, shouldn't it be able to attain it's MAXIMUM data rate? Yes, it will - and you'll find it's not 100MB/s. Data bus limitations in PC account for SOME slowdowns, but not all - and they don't affect hard disk speed much. A hard disk in the XBox will attain a similar speed to the same speed in the PC, purely because any speed limitations are due to the physical construction of the drive.
You're forgetting that apart from the HDD, there's others hardware such as soundcard, internal modem, NIC etc, that also used the PCI bus. Those suckers also take bandwidth. And the figure of 40MB/s only apply to Intel i815 and i850 chipset ( or whatever chipsets that use the MTH ), as the northbridge and the southbridge aren't connected via PCI bus. All Athlon chipsets, and also Intel older chipsets such as BX and LX get much lower transfer rate than 40Mb/s, usually around 25 to 30MB/s at best. X-Box HDD is likely will connect directly to the faster system bus which is 200Mhz and should be able to clock higher speed than HDD in PCs. It's also why in the last minute, Intel were selected to provide CPU for X-Box, even that it's expensive compared to Athlon.


Incidentally, 4X AGP at 32-bit has a data bandwith of well over 400MB/sec. I don't think data bandwidth is a problem on the modern PC. The slowdown you see when data is transferred between oncard/main memory is because it's using the data bus AT ALL. ANY use of the data bus causes a slowdown, even if you're using DMA. Using it to contact a hard disk is even worse - ever heard of data seek time? So if the XBox swaps data to/from hard disk, that's a further reason to avoid it.
No, the slowdown happened because 1). The main memory IS slower than the video memory. 2). The AGP bus, even at 400MB/s as you've said, is slow. Wanna know why? AGP bus is just a derivative from the PCI bus. Hmm.. shared bandwidth again. And actually AGP 4x bandwidth is more than 1Ghz, theoritically. Compared with the X-Box bandwidth, AGP 4x still sucks. The 1Gb/s bandwidth is hardly used.


BTW - on the subject of textures - a 512x512 texture takes up 1MB of RAM, if you're using 32bit colour, and we all do. Given that a 512x512 texture could be standard for ANY enemy, modern games could well use 32MB of ram - multiple enemies on the screen, you, the backdrops, etc. On a GeForce/Radeon/whatever with 32MB of RAM you're laughing! On an XBox, you've just blown half your RAM on textures before any game data's been loaded. Sounds? Talking a few MB at least, and music's got to be taken into account. Remember, the 8MB DLS that came with FF8 was considered to be, well, "shit", so whether or not you're using synthesised music you want another 16MB for music. Oh dear, 3/4 of all RAM gone and we STILL haven't loaded anything other than textures or sounds. Basically, by the time the XBox comes out, 64MB of RAM is a REAL limitation. Even with texture compression (and, BTW, my graphics card supports S3TC in hardware, and it doesn't help that much) you still have REAL problems.
Here's is a link on how to calculate video memory taken by textures etc.  [url="<a]http://www.planetquake.com/rocketland/haqsau/vidmemcalc.shtml[/url]" TARGET=_blank>PlanetQuake
512x512 textures is small, as Direct3D spec support up to 2048x2048. Calculate and with medium textures ( high textures don't make a difference on TV sets -especially the large ones ), pull all other at high selection ( 32bit, mipmap enabled, triple buffering etc. ) and still don't reach 20MB is video memory.

Music? One of the new feature in DirectX8 is that both DirectMusic and DirectSound are combined into one. So no more sucky sound like in FF VII. DLS is history now. You can create a loopable pre-recorded musics with Directx8, and also to take account with all TV sets around the world, 44Khz and 22Khz won't make a difference, also with mono and stereo, unless of course the TV set is also hooked to a home theathre sound system. Well, it's up to the developers to choose how the music should be played in their games.

About S3TC? Well what card did you use? Radeon or nVidia? FYI, nVidia have disabled S3TC support in all their drivers ( especially Det3 ), mostly to boost sales of their 64MB cards. Probably that's why you don't see any improvement in S3TC supporting games like Unreal Tournament and Soldier of Fortune. On other cards like Savage2000 which also support S3TC, the performance difference after enabling S3TC is noticeable, at least for me.


I'm not debating that the XBox will be a reasonable console; I'm saying that by the time it comes out, the standard PC will be pretty damn good, and within a year or two it'll far outclass the XBox
PC will of course overtake X-box in one year time or more after X-Box released. But to say a computer, even at that time, to be able to fully emulate X-Box is debatable. Texture handling, AC-3 support is just two cases which is interesting to see if any emulator programmers out there could handle.
Damn, if Aureal still lives now, maybe we already have a soundcard that can decode AC-3 in hardware, thus making X-Box ( and also PS2 ) emulation easier.
 
It may be several years but I think eventually you will be able to emulate an X-box fully on PC.Take PSX - its been out for what, five years?  When it came out do you think that people thought emulation of it possible?  It was the most state-of-the-art thing then.

I managed to get 60 fps with ePSXe on 400 mhz using SOFTWARE ONLY, zero hardware accelleration, on FF9.

Maybe the same will be true with the X-Box eventually.... Nothing's impossible to emulate, we just have to wait for the PCs to get enough memory and have fast enough data transfer.
 
I don't know why your rambling about the X-box vs the PC....this is Microsoft we're talking about. I'm sure that every game that is released for the Xbox will be released for the PC at the same time. And I doubt the speed will be faster on the X-box vs a 1.2Gig Athlon or the 1.5 P4 (who wants to spend 3000 dollars for one of those, when you can get a 1.2 Athlon at 1/3 the cost and at the same performance level).

The reason (not the P4 question)?
The current video card are the Bottleneck for these systems....Maybe the Geforce 3 will solve that, but I don't think it will. From what I've read on it. It's just slightly faster with a whole lot of extra effects added. Effects that no games will use until, maybe next year.

 [url="<a]http://www.tomshardware.com/graphic/01q1/010302/geforce-05.html[/url]" TARGET=_blank>You'll notice that when the faster video card is put in these Systems it get a big step, but the framerate between the processors are almost the same.   What this tells me is that the Video Card cannot keep up with the CPU's....Even on the lower 900mhz Athlon, the Video Card is the bottleneck. You can really see it on the 1600X1200 benchmarks.

In short...Today's PC processors are way ahead of there 3d video Cards. Besides, 30FPS is really all you need for smooth Graphics. The Geforce MX version does that even on the highest resolution. I doubt the PS2's are doing 30FPS, almost every review that I see on Tech-TV that features the PS2 looks choppy, to me.

[This message has been edited by Threesixty (edited March 11, 2001).]
 
You're missing the point again. Yes, PCI bus is shared between modem, soundcard, etc, etc... that's why I said when I'm doing *nothing else* but copy hard disk data. On my recent ish drive (1 year old) when copying absolutely nothing but data (nothing using sound card, nothing using modem, etc, etc) from hard disk I get a transfer rate of slightly over 20MB/sec. The latest 100MB/sec hard disks don't get above 50-60MB/sec (which, incidentally, proves you're wrong about the 40MB/sec limitation on the bus; how can they get 50-60 otherwise?). Hard disks are limited *purely* by physical construction. The bus bandwidth is *not* going to slow them down unless (A) you're using a 486 or (B) you're also running a game using the network card, modem, soundcard, video capture card and second video card. *I* don't run any games like that, at any rate.
 
Sorry cHiBiMaRuKo, since fice has already said what I wanna say I'm gonna go comment about Threesixty's post now.Uhm, Threesixty, the only reason you see choppyness in Tech-TV is because the those videocam's that record it run at a different frequency compared to the TV which displays the PS2 graphics. In more detail, two different light sources have do not share the same wavelength start cycle and thus do not have coherence. This causes the picture to appear choppy. Simply said, both of the light sources (the TV and the vidcam) take and display pic's at a different rate thus making it appear choppy. Human eyes are different cause the picture's are retained in the brain so it is easier for our eyes to be tricked to see an animation. The vidcam on the other hand is not tricked and only displays what it records or actually sees. Just as a sidenote, PAL games on the PSX use a frame rate of 50 FPS while NTSC games uss a frame rate of 60 FPS. The PSX2 DOES NOT run at less than 30 FPS! 30FPS is only used for video display I believe.
 
You're missing the point again. Yes, PCI bus is shared between modem, soundcard, etc, etc... that's why I said when I'm doing *nothing else* but copy hard disk data. On my recent ish drive (1 year old) when copying absolutely nothing but data (nothing using sound card, nothing using modem, etc, etc) from hard disk I get a transfer rate of slightly over 20MB/sec. The latest 100MB/sec hard disks don't get above 50-60MB/sec (which, incidentally, proves you're wrong about the 40MB/sec limitation on the bus; how can they get 50-60 otherwise?). Hard disks are limited *purely* by physical construction. The bus bandwidth is *not* going to slow them down unless (A) you're using a 486 or (B) you're also running a game using the network card, modem, soundcard, video capture card and second video card. *I* don't run any games like that, at any rate.
Now what PC chipset did you have? And how do you copy the file? From a HDD to another HDD within the same IDE channel, or different channel? Or copying files within different partitions in the same drive. Give me the info on the details on how you make your copying test, and I will explain where the bottleneck is.

And how did I get 60Mb/s? Do you think I use a computer? At my workplace ( I already told you where I work didn't you? ), we use a special device to calculate how much bandwidth a particular HDD could give. We're not using a computer because there's a lot of bottlenecks in it.


You'll notice that when the faster video card is put in these Systems it get a big step, but the framerate between the processors are almost the same. What this tells me is that the Video Card cannot keep up with the CPU's....Even on the lower 900mhz Athlon, the Video Card is the bottleneck. You can really see it on the 1600X1200 benchmarks.
But in X-Box, the games will be developed at most 800x600 resolution. In this case, the CPU ( PIII 667Mhz? )is the bottleneck and not the video card ( hey this is NV25 anyway ). And X-Box don't need >100fps framerates either, just 25-30fps depending on the TV standard ( PAL or NTSC ).


Just as a sidenote, PAL games on the PSX use a frame rate of 50 FPS while NTSC games uss a frame rate of 60 FPS. The PSX2 DOES NOT run at less than 30 FPS! 30FPS is only used for video display I believe.
The figure you're talking about is field per second. Do you ever do video capture in computer? NTSC programmes/games play at 30 frames per second and PAL ones is at 25 frame per second.
 
How I did a copying test: Used a proper benchmarking program which wrote 100MB (configurable; I tried it with 200MB+) of random data to disk. Then it reads in 100MB (again, 200MB+...) of data from a file that's big enough. So *nothing* else on the IDE channel, PCI bus, or *anything* slowing it down. A *pure* data transfer operation.
 
What program(s) did you use for benchmarking? I sure want to see the program myself!
 
miroTest. Came with my video capture card. You're supposed to use to it to work out how much compression to use on the video you capture, by seeing how quickly the hard disk can write information.
 
miroTest. Came with my video capture card. You're supposed to use to it to work out how much compression to use on the video you capture, by seeing how quickly the hard disk can write information.
Is your HDD is ATA100 on an ATA100 controller with an 80-pin IDE cable?
Or did you use Windows 2000 with SP1 installed or using Linux no later than 2.3 kernel version or Windows 95/98 original ( not SE )? If yes to the first question, you got a slow HDD there because my UDMA 100 HDD could score consistenly 40MB/s with SiSoft Sandra HDD benchmark ( 25k drive index point ). You should consider IBM 75GXP ATA100 7200 rpm which is fast. I could testify for that  :)

If yes to the second question, then those OS I've mentioned DON'T support UDMA100 even if your hardware do. FYI, I use Windows 2000 with Service Pack 2 RC 2.5, which support UDMA100. So it may explain the low mark you  ( and everyone else ) get there. 20MB/s for a ATA100 HDD ( from any manufacturer ) is slow, as it could go higher than that. No shit about the physical limitations of the HDD because the HDD technology have vastly improved in recent years.
 
hey guys! I just love to break up these long winded topics!!
As for psx emulators: Victory!!
Connectix's VGS has won Vs Sony in an out of court settlement!!
How? theres a guy who published a detailed webpage on the entire ins and outs of the PSX (joshua) the web page was about 1meg big!! (i know i saved it to disk once!!) and connectix got him ready to testify, as proof that sony do not have "trade secrets" that arnt already available to view, thus destroying sony's argument.
Behold a victory for Emulation as a whole!!
get the details at  [url="<a]http://www.zophar.net[/url]" TARGET=_blank>www.zophar.net  
edit:
AGP X4 data tranfer rate of 1GB/s for your information.[This message has been edited by The Skillster (edited March 14, 2001).]
 
FYI, Skillster, Joshua Walker happens to be halkun. If you really is true, just ask him.
 
No to both those questions.I'll ask again: Why does your UDMA100 only get 40MB/s (faster than mine, yes, but still nowhere near 100MB/s) if it's not due to the physical construction? The bus can transfer over 100MB/s. The UDMA standard can transfer 100MB/s. Yet you've just said you're only getting 40. Could it be, perhaps, that the drive can only attain 40MB/s?

And yes, HDD technology has improved vastly. I submit as evidence my first ever hard disk (260MB) which can only get 500KB/sec. A quad-speed CD could outperform that.

Oh, and in case you want to check up about hard disks:
 [url="<a]http://www.seagate.com/cda/products/discsales/personal/family/0,1128,234,00.html[/url]" TARGET=_blank>http://www.seagate.com/cda/products/discsales/personal/family/0,1128,234,00.html

[url="<a]http://www.storage.ibm.com/hardsoft/diskdrdl/desk/ds75gxp.htm[/url]" TARGET=_blank>http://www.storage.ibm.com/hardsoft/diskdrdl/desk/ds75gxp.htm

The first link is the datasheet for a Seagate drive supporting UDMA66. It states the average data transfer rate is 20MB/s, the interface supports the full 66MB/s though.

The second link is the datasheet for an IBM UDMA100 drive. It supports the standard properly, but the maximum sustainable data transfer is given as 40MB/s.

I didn't pick these drives out on purpose; they were the first two UDMA drives I found. Now, since the manufacturers seem to say that it's the hard disk that can't use the full bandwidth, how are you claiming its not?

[This message has been edited by ficedula (edited March 14, 2001).]
 
o bugger!!
i new it was him for a second, but then i thought it wasnt him, cos i thought i saw a different psx doc on his site... oh well.
that would explain why he takes jap classes, i thought halkun was japenese for a while, but alas.
 
I'd just thought i'd post somthing about this hard drive argument. In the specs for the Maxtor Diamondmax plus 45 which is an ata100 drive it states (transcribed from spec sheet):
Data Transfer Rates
To/From Interface: up to 100 MB/sec
To/From Media: up to 49.5 MB/secThis drive is pretty fast and the specs do suggest that it is the physical speed of the drive that is the hold up, not the bus.
 
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